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Gigatron Prime
The.Primes
68
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Posted - 2013.05.29 04:54:00 -
[1] - Quote
Hybrid weapons such as the Caldari and Gallente weapons, have equally effective damage to shields and armor (110% damage to shields and armor I believe).
Amarr weapons have greater damage to shields (120% damage to shields, at least where the SR is concerned) and less damage to armor (unsure of value).
I am guessing the Minmatarr weapons are less effective to shields and more effective to armor. I am also guessing the damage values will be the same as the Amarr but reversed for example 120% damage to armor perhaps?
These values are based on the Gallente and Amarr rifle's data while aiming at enemies... |
Lavirac JR
DUST University Ivy League
150
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Posted - 2013.05.29 05:03:00 -
[2] - Quote
From what I remember from a Dev Post it's like this:
Gallente Weapons do plasma Damage which is 110% VS Shields and 90% VS Armor. Caldari Weapons do Kenetic Damage which is 90% VS Shields and 110% VS Armor. Amarr Weapons do Energy Damage which is 120% VS Shields and 80% VS Armor. Minmatar Weapons do Explosive Damage which is 80% VS Shields and 120% VS Armor. |
Gigatron Prime
The.Primes
70
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Posted - 2013.05.29 05:46:00 -
[3] - Quote
We need a confirmation post... |
Cosgar's Alt
Mikramurka Shock Troop Minmatar Republic
3
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Posted - 2013.05.29 06:07:00 -
[4] - Quote
Gigatron Prime wrote:We need a confirmation post...
CCP Remnant wrote:We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons A lot of the original assault rifle variants (Breach, Burst, Tactical) were created to fill the gaps these newer weapons will fill and so mightGÇÖve felt out of place (not to mention we just plain made mistakes with some of them). The scrambler rifleGÇÖs optimal range will be increased and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time.
Link |
Aesiron Kor-Azor
Amarr Templars Amarr Empire
91
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Posted - 2013.05.29 06:39:00 -
[5] - Quote
Lavirac JR wrote:From what I remember from a Dev Post it's like this:
Gallente Weapons do plasma Damage which is 110% VS Shields and 90% VS Armor. Caldari Weapons do Kenetic Damage which is 90% VS Shields and 110% VS Armor. Amarr Weapons do Energy Damage which is 120% VS Shields and 80% VS Armor. Minmatar Weapons do Explosive Damage which is 80% VS Shields and 120% VS Armor.
Actually the Amarr weapons to EM / Thermal damage, and the Gallente weapons do Thermal damage. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
810
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Posted - 2013.05.29 07:59:00 -
[6] - Quote
Lavirac JR wrote:From what I remember from a Dev Post it's like this:
Gallente Weapons do plasma Damage which is 110% VS Shields and 90% VS Armor. Caldari Weapons do Kenetic Damage which is 90% VS Shields and 110% VS Armor. Amarr Weapons do Energy Damage which is 120% VS Shields and 80% VS Armor. Minmatar Weapons do Explosive Damage which is 80% VS Shields and 120% VS Armor.
This is mostly true but not completely. I'm pretty sure the SMG is considered Kinetic damage but is clearly Minmatar. |
Cosgar's Alt
Mikramurka Shock Troop Minmatar Republic
8
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Posted - 2013.05.29 08:10:00 -
[7] - Quote
Caldari are hybrid: 100% Shield/Armor |
hgghyujh
Expert Intervention Caldari State
7
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Posted - 2013.05.29 08:34:00 -
[8] - Quote
Lavirac JR wrote:From what I remember from a Dev Post it's like this:
Gallente Weapons do plasma Damage which is 110% VS Shields and 90% VS Armor. Caldari Weapons do Kenetic Damage which is 90% VS Shields and 110% VS Armor. Amarr Weapons do Energy Damage which is 120% VS Shields and 80% VS Armor. Minmatar Weapons do Explosive Damage which is 80% VS Shields and 120% VS Armor.
mostly acurate except that caldari weapons will not be kinetic missiles and therefor will be blaster/rail baised and therefor plasma damage, I haven't seen the numbers for Amarr weapons so I will assume that is correct, minmatar is off how ever, kind of, once I again I don't have the number for explosive weapons(FP and MD) so I will assume those number are right but, the SMG and HMG are actually kinetic/explosive and are roughly 90% shield 110% armor but in fact slightly better then the numbers for hybrid.
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ChromeBreaker
SVER True Blood Unclaimed.
530
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Posted - 2013.05.29 08:53:00 -
[9] - Quote
Where are you peeps getting your info's from
If you go by "Eve" as a base (awefuly generalised) :
Amarr = EM/Thermal Gal = Thermal/kinetic (close range) Cal = Thermal/kinetic (long range) Minmatar = Explosive/kinetic
What you take from that is up to you...
Lavirac JR wrote:From what I remember from a Dev Post it's like this:
Gallente Weapons do plasma Damage which is 110% VS Shields and 90% VS Armor. Caldari Weapons do Kenetic Damage which is 90% VS Shields and 110% VS Armor. Amarr Weapons do Energy Damage which is 120% VS Shields and 80% VS Armor. Minmatar Weapons do Explosive Damage which is 80% VS Shields and 120% VS Armor.
This seems to make the most sense to me |
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